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				Re: Journeywar
				Posted: 01 Jun 2015, 13:44
				by PicassoCT
				Your message contains too few characters.
			 
			
					
				Re: Journeywar
				Posted: 16 Jun 2015, 07:58
				by PicassoCT
				Just here for the image uploading

 
			
					
				Re: Journeywar
				Posted: 17 Jun 2015, 02:54
				by raaar
				colorful
			 
			
					
				Re: Journeywar
				Posted: 18 Jun 2015, 17:19
				by PicassoCT
				 
News fromt the procedural -------
I forgot one tiny little detail.. a fourth rule to recombine.
Aerodynamics are always beautifull. They indicate fast movement, thus a cat is more visually pleasing as a elephant, who is more visually pleasing then a snail (although she gets bonus points for following the rule of order with a mathematic shape (spiral)).
Take these creatures buildplans- flattended out to provide easier visibility of the buildrules at work.. although both follow the algo of beauty - the left is clearly more aerodynamic and thus more beautifull. if folded into a quardo-pedal creature

 
			
					
				Re: Journeywar
				Posted: 22 Jun 2015, 12:23
				by PicassoCT
				In other news: The original mechanic for the journeys (either place dead-trees or trees) to gain energy - was to put it mildly- boring.
So now, you can deactivate your trees, and regain the investment- there ruins stand around waiting to be trampled and sap -1 energy while standing.
Makes for more interesting gameplay
			 
			
					
				Re: Journeywar
				Posted: 24 Jun 2015, 08:54
				by PicassoCT
				
			 
			
					
				Re: Journeywar
				Posted: 24 Jun 2015, 13:54
				by PicassoCT
				
			 
			
					
				Re: Journeywar
				Posted: 24 Jun 2015, 20:06
				by PicassoCT
				Cheer up for hoko
Dat shitty feeling when you refactor your own code into a non-working version.. i can create random piece aliens but not tanks  
 
but when this refactoring is complete.. everyone can use it.. 
And then it will be awesome..
and in a year it will forgotten where it came from..
In two years, everybody think it normal too have every game diffrent tanks.
But those who break it and return- searching.. cheer up.. everything will be good.
 
			
					
				Re: Journeywar
				Posted: 26 Jun 2015, 23:58
				by PicassoCT
				ceg bug
			 
			
					
				Re: Journeywar
				Posted: 27 Jun 2015, 05:56
				by raaar
				It seems you're right.
I've tried my game on 99 and it seems the amount of CEG that can be displayed simultaneously drastically dropped in comparison to earlier versions.
Use the alt-b view and look at the number of particles in the bottom center of the screen. It seems units, CEG and effects  like shields are consuming more particles than before, like twice as much or more.
After "/give all" some effects no longer show up even if I order just a few units to attack ground.
(max particles reached -> remaining CEG effects for that frame not shown, I think)
edit: 98.0.1-727-g986777d didn't have this issue.
			 
			
					
				Re: Journeywar
				Posted: 27 Jun 2015, 09:51
				by PicassoCT
				Its not a issue- its a fixed bug.. 
 ! fix particle limit being ignored for particles created in the same GameFrame
https://springrts.com/mantis/view.php?id=4844
So - its a two sided fault.. we game-devs have generated stuff that used a bug for years - and there is no compatability option.
Now, we are all professionals, so lets saddle the lawyers and ride for a campaign of doom and destruction.
Or add another compatability layer. For example a modrules   variable ParticlesPerFrame that we can set too math.huge
 
			
					
				Re: Journeywar
				Posted: 27 Jun 2015, 11:16
				by PicassoCT
				Okay some updated info:
 at unitscript.cpp line 530 
https://github.com/spring/spring/blob/d ... Script.cpp
Code: Select all
if (projectileHandler->GetParticleSaturation() > 1.0f && sfxType < SFX_CEG) {
		// skip adding (unsynced!) particles when we have too many
		return;
	}
leads to ceg-emission abort - even early in game, even when the ceg is low on particles.. as observed with my equivalent to the PPC effect in mechwarriror - for a building
Now in the projectilehandler at line 611:
https://github.com/spring/spring/blob/d ... r.cpp#L611
Code: Select all
float CProjectileHandler::GetParticleSaturation(const bool withRandomization) const
{
	// use the random mult to weaken the max limit a little
	// so the chance is better spread when being close to the limit
	// i.e. when there are rockets that spam CEGs this gives smaller CEGs still a chance
	return (GetCurrentParticles() / float(maxParticles)) * (1.f + int(withRandomization) * 0.3f * gu->RandFloat());
}
is called. which calculates a particle max ratio : eg 0.5 *  (2) * 0.3 * (GlobalUnsyced:  random float)
Sidenote: Is it not a cause for desync bugs to make the happening of synced effects (emitsfx can has damage)- depending on unsynced rand?
This still doesent make sense ..
The problem is the CEGs get spawned.. if they were missing that would be ovious. They just dont live as long as they used too..
 
			
					
				Re: Journeywar
				Posted: 27 Jun 2015, 18:05
				by raaar
				I noticed at some point that the maxParticles on my rendering details was set to 1000. I thought it was higher before, maybe something changed it. Or maybe it was low but that bug you mentioned was making the engine ignore it.
I say that was a very convenient bug!
MaxParticles can be changed from springsettings, but it's unreasonable to expect players to do so.
			 
			
					
				Re: Journeywar
				Posted: 07 Jul 2015, 12:30
				by PicassoCT
				Shroudshrike will be simplified.
I noticed on comon theme in jw- i explaing to a lot of players, alot of things. 
Time to cut back on the worst of them. One of them beeing the shroudshrike.
Gone and no more.

 
			
					
				Re: Journeywar
				Posted: 10 Jul 2015, 23:38
				by PicassoCT
				ssmf trick
			 
			
					
				Re: Journeywar
				Posted: 03 Aug 2015, 21:50
				by PicassoCT
				Regarding the "Problem is before the screen" stance.. 
And yes, i shall post that everywhere.. 
And ill be damned if those overcomplicated tools survive the onslougth of humanity.
 
Doubled pleased if it where Microsoft who would make that graphical Version and shoved git bash back into historys corner.
 
			
					
				Re: Journeywar
				Posted: 08 Aug 2015, 01:07
				by PicassoCT
				 
CrabSynthTexture WIP
 
			
					
				Re: Journeywar
				Posted: 10 Aug 2015, 14:50
				by PicassoCT
				Work in Progress on the CrabSynth
 
Planned Weapon is a Gun that shoots ChainLightning..
 
			
					
				Re: Journeywar
				Posted: 16 Aug 2015, 15:19
				by PicassoCT
				picture posting for picture hosting
 
Approximation of how a high dynamic range shader would look like that darkens the area around a explosion slightly
Results-Pro: Visually more appealing explosions
Results-Con: Units difficult to make out in midcombat
Fazit: Not interesting for further exploration
Inspired by this:

 
			
					
				Re: Journeywar
				Posted: 16 Aug 2015, 20:03
				by PicassoCT
				Gui Discussion stuff
